That mechanic exists mainly to simulate the existing dynamic of bigger units being punished harder by Morale. Now, I don't know that I necessarily
agree with that dynamic, but this homebrew is aimed less at changing the way Morale affects the game, and more at simplifying it and opening up the Leadership characteristic to new applications.
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To clarify what I mean: 8e's Leadership rules exist to straightforwardly increase the game's lethality, thereby speeding up play. Each turn, you roll a
D6 against your Leadership, adding the number of models your unit lost that turn and losing extra models equal to the difference... so in other words, past a certain threshold – namely, [
Ld-
D6] –
every kill is doubled. Every kill is +1 to the roll, and every +1 to the roll is a dead model. Leadership only exists to create that threshold of kills that don't get doubled – models with Leadership 8 and models with Leadership 7 engage with Morale in the exact same way, but the former can endure one extra death each turn before the bodies start multiplying.
In effect, for 8e you could:
Remove the Leadership characteristic entirely.Remove the whole Morale Phase entirely.Add the rule: "if a unit loses three models, it becomes broken for the rest of the turn. Every time a model from a broken unit is killed, an additional model in the unit flees and is also removed".Give units that used to have higher Leadership a rule that makes them harder to break. e.g. And They Shall Know No Fear becomes "when a unit with this ability loses an extra model due to being broken, roll a dice. On a 4+, that model does not flee."
It's really that basic.
Whatever the specifics of its execution, 8e's style of Morale obviously
encourages focused fire. Firstly, because you need to meet that Morale threshold to start doubling, and secondly, because once you
do meet that threshold, the unit takes double deaths.
It also greatly
discourages hordes – low numbers of units with high numbers of models. Units in 8e range between 1-30 models, and Leadership values for Troops are almost all at 7 or 8 – the notable exceptions are Necrons (10), Kroot and Cultists (6), and un-Synapse'd Tyranids (5). This means that the average Morale threshold – the average point
after which you start doubling kills – is 4. In other words, most units of 5 models or less are borderline immune to Morale. By the time you hit the threshold, the unit's dead anyway. By contrast, a large unit of, say, Guardians (Ld7) can take about 4 dead models in a turn... and then it starts eating double kills. If you kill 5 Guardians in a turn (the average for a
FRFSRF unit of Imperial Guard Infantry), on average you've "actually" killed 7. If you kill 10 Guardians in a turn, on average you've "actually" killed 17. If you kill 12 Guardians, you'll wipe out the whole unit on a Morale roll of 4+.
In theory, this is a trade-off for large units being easier to buff, being easier to "activate" in combat, and taking fewer slots in a Detachment. In practice, Fall Back means that relatively few units are going to be in combat without charging or being charged, large unit sizes are harder to get completely into the melee range of 1", most non-Stratagem buffs are free multi-unit aoe auras instead of Order-style "pick a unit within range" abilities, and occupying extra Troops slots just gives you more
CP. This is why we've started seeing more Age Of Sigmar-style "horde" rules like Green Tide, although the "horde discount" hasn't made its way over to
40k yet (and I kind of hope it doesn't, at least not directly, for simplicity's sake), and nor has the "horde boost" to Leadership (which everyone seems to forget).
As part of the simplification process, this version loses the extra benefits of focus fire, but emulates the anti-horde aspect by making additional models flee if you fail on a large unit. That said, it's not a huge increase; a squad of 5 or less loses 1 model on a failure, a squad of 10 or less loses D3 (~2), and a squad of more than 10 loses
D6 (~3.5). In general, 1 model from squads of 5 or less won't be too different in value than 3.5 models from squads of 11+. The exception is large squads that have already been whittled down earlier in the fight, hence the half-unit-strength penalty to actually
passing the Morale test: those Guardians I mentioned earlier will lose an average of 1.75 models on every Morale test (
D6 on 4+) regardless of how many casualties they took that turn. Once they fall below 10 models, they'd only lose ~1 model per Morale test (D3 on a 4+)... but because they're below half-strength, they're making that test on 5+, bumping the average back up to 1.66.